3ds Max C++ API Reference
|
#include "RenderGlobalContext.h"
#include "../BaseInterface.h"
#include "../geom/Color.h"
#include "../geom/AColor.h"
#include "../geom/Box3.h"
#include "../CoreExport.h"
Classes | |
class | ShadeOutput |
class | ShadeContext |
Enumerations | |
enum | RefFrame { REF_CAMERA =0 , REF_WORLD , REF_OBJECT } |
enum | SCMode { SCMODE_NORMAL = 0 , SCMODE_SHADOW = 1 , SCMODE_BAKE = 2 , SCMODE_TEXMAP = 3 , SCMODE_TEXTURE_BAKE = 4 } |
Values that may be assigned to ShadeContext::mode. More... | |
#define N_MAX_RENDER_ELEMENTS 32 |
#define SHADECONTEXT_REGATHERING_FLAG 0x80000000 |
#define SHADECONTEXT_IS_REGATHERING | ( | sc | ) | ( (sc).xshadeID & SHADECONTEXT_REGATHERING_FLAG ) |
#define SHADECONTEXT_PREPASS_FLAG 0x40000000 |
#define SHADECONTEXT_IS_PREPASS | ( | sc | ) | ( (sc).xshadeID & SHADECONTEXT_PREPASS_FLAG ) |
#define SHADECONTEXT_RECURSIVE_EVAL_FLAG 0x20000000 |
#define SHADECONTEXT_IS_RECURSIVE_EVAL | ( | sc | ) | ( (sc).xshadeID & SHADECONTEXT_RECURSIVE_EVAL_FLAG ) |
#define SHADECONTEXT_GUESS_SHADOWS_FLAG 0x10000000 |
#define SHADECONTEXT_GUESS_SHADOWS | ( | sc | ) | ( (sc).xshadeID & SHADECONTEXT_GUESS_SHADOWS_FLAG ) |
#define SHADECONTEXT_THREAD_MASK 0x0000F000 |
#define SHADECONTEXT_THREAD_SHIFT 12 |
#define SHADECONTEXT_GET_THREAD | ( | sc | ) | ( ( (sc).xshadeID & SHADECONTEXT_THREAD_MASK ) >> SHADECONTEXT_THREAD_SHIFT ) |
#define SHADECONTEXT_SET_THREAD | ( | sc, | |
thread | |||
) | { (sc).xshadeID = ( (sc).xshadeID & (~SHADECONTEXT_THREAD_MASK) ) | ( ( (thread) << SHADECONTEXT_THREAD_SHIFT ) & SHADECONTEXT_THREAD_MASK ); } |
#define SHADECONTEXT_WORKER_MASK 0x00000F00 |
#define SHADECONTEXT_WORKER_SHIFT 8 |
#define SHADECONTEXT_GET_WORKER | ( | sc | ) | ( ( (sc).xshadeID & SHADECONTEXT_WORKER_MASK ) >> SHADECONTEXT_WORKER_SHIFT ) |
#define SHADECONTEXT_SET_WORKER | ( | sc, | |
worker | |||
) | { (sc).xshadeID = ( (sc).xshadeID & (~SHADECONTEXT_WORKER_MASK) ) | ( ( (worker) << SHADECONTEXT_WORKER_SHIFT ) & SHADECONTEXT_WORKER_MASK ); } |
#define SHADECONTEXT_BOUNCE_MASK 0x000000FF |
#define SHADECONTEXT_GET_BOUNCE | ( | sc | ) | ( (sc).xshadeID & SHADECONTEXT_BOUNCE_MASK ) |
#define SHADECONTEXT_SET_BOUNCE | ( | sc, | |
bounce | |||
) | { (sc).xshadeID = ( (sc).xshadeID & (~SHADECONTEXT_BOUNCE_MASK) ) | ( (bounce) & SHADECONTEXT_BOUNCE_MASK ); } |
#define SHADECONTEXT_SET_REGATHERING_INFO | ( | sc, | |
thread, | |||
worker, | |||
bounce | |||
) |
enum RefFrame |
enum SCMode |
Values that may be assigned to ShadeContext::mode.
Enumerator | |
---|---|
SCMODE_NORMAL | In normal mode, the material should do the entire illumination including transparency, refraction, etc. |
SCMODE_SHADOW | In shadow mode, you are just trying to find out what color the shadow is that is falling on an object.In this case, all you care about is transmitted color. |
SCMODE_BAKE | Performing render to texture. |
SCMODE_TEXMAP | The shade context is currently used to render (or bake) a Texmap, for use as a preview in the material editor or for viewport display. In this mode, no renderer is used - the texture map is evaluated directly. |
SCMODE_TEXTURE_BAKE | The shade context is currently used to bake a 2D Texmap, for use in a renderer/viewer that does not support the texmap. The UVGenerator is disabled in this mode, so the unit square of the texture will be renderer. As in the previous mode, no renderer is used - the texture map is evaluated directly. |